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Omnis

Destroy the evil deity by hindering its worshippers to pray to it. Only by severing their connection to it may you succeed.
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Playable with keyboard or gamepad.
The camera system is sadly not intuitive yet: Center camera when standing still by holding space (Y on gamepad).
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The gameplay became a little too challenging, but it is beatable. Your "reward" at the end is a short little cutscene(walk up to the deity when it has no mana). ;)
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Source: https://github.com/jarllarsson/ld30

I can't believe how incredible this looks. Best-looking game so far.
The only thing I felt kinda off is that the enemies take too much time to kill and that there are stairs where you literally can't walk through without getting hit by the boss's beams.

Hi, thanks for all the nice feedback! :)
I've added additional builds. Please note(!) that I made a small update for the main menu: I fixed a GUI scaling bug in the main menu that messed up the info text and buttons, in the web build especially. Hope that's ok.

I think the enemies are hard at the moment because it's pretty impossible to dodge them successfully and without any way to get your health back up. Maybe the enemies' attack could take a bit of time before it hits you so you have time to dodge? right now the best strategy I could find was to just spam them with sword swings which is kind of uninteresting.

One thing I thought of also is maybe make the energy orbs (?) the eye shoots only fire when worshipers are bowing in the current area. So that you have some direct incentive to get them away from the obelisk. Right now if I hadn't read the instructions I wouldn't know that I'm supposed to attack them.

I like the art style and the general concept. I feel like something's off with the sword, it feels as if I'm missing a lot of my swings when they can clearly hit. Either something's off with the hitbox, or the enemies have a long invincibility period. There also seems to be a gap between when I hit with the sword and when they react. Because of that, it made it hard to close in, deal damage, and escape safely. I haven't beaten the game yet, and the wall of difficulty right at the start makes it prohibitive to keep trying.

Thanks for all the feedback! For post-compo version I was thinking of implementing the potion mechanic which I never got around to in the jam submission. I was thinking of letting the player find potions which can be used to replenish hearts, OR to bribe the worshippers to quit worshipping. ^^
I'll also look into some of the combat issues mentioned.
Thanks for playing! :)

Nice! My turn to wonder how you managed to make that 3D world happens in such a few days :) Smart implementation of the theme also. I like the way the camera is set, it gives a fresh look for an adventure/platform/action, but it doesn't help the clarity of combats and it's not super convenient when there is a hole behind the corner! Do you plan to work long term on this game?

I love the aesthetics here. I actually only played this because I recognized the little blue guys from a post I saw. That said, do I have to kill all the little blue dudes? Cause I really like them. I was hoping to only slay the wrong-doers.

@SoulGame:
Haha, thanks! ;) I'm not sure I'm going to work long term on it, but I'm going to at least make a post compo version based on the feedback I'm getting now as well as to implement what I didn't have time for during the jam! :)

@Nooner Bear:
My goal was to have a no-kill way of completing the game(read my previous post on the bribing system). But I didn't manage to implement it on time. My goal is to implement it in a post compo version.

I really liked the idea of the game. I feel that the game was a little bit hard though. At first I tried a hit and run strategy on the worshippers but it took too long and I often got hit. Eventually my strategy was just to continuously hit without moving behind a pillar which seemed to do the trick. There is also one ramp where no matter what you do, you will get hit by those giant ball thingies. Anyways, I beat the game and time went by really fast. Good job!

I'ts got a fantastic look, the sound is great, and it's got a lot of "pull" to its style. However, it is a bit too hard to make it anywhere, and the camera angles make it worse. I'm also not exactly sure what I want to do to win: do I kill the worshipers, or do I disrupt their prayers somehow?

I once pressed "space" at the beginning and the camera turned to the left, I had to walk off a cliff and try again.

Cool concept but really hard, it's like it gets a lot harder when you're not doing well which is rough. Having the offscreen/further away enemies move more slowly to the statues might help in that regard. Also I wish I could get hearts from chopping the grass :P

Really nice art direction! Game is hard, since you have to avoid a lot of things, enemies, bombs, etc. The audio can get a little overwhelming too, specially the "explosion" sound when the enemies die.

Thanks for all the feedback! I feel a little bad for giving you all such a hard time though.. :I
Has anyone else experienced lag, and if so was it the framerate that was choppy or the pacing of the game?

- This is frustratingly difficult, even with a controller. Apart from staying away from worshiper attack, I feel that the player attack is what makes it most frustrating. It's hard to direct the attack, especially while trying to stay away from aggro.

- Camera angle on the left path is too occluded; it's easy to fall off of the path.

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